000 03748nam a22005295i 4500
001 978-1-4471-6681-8
003 DE-He213
005 20200421112225.0
007 cr nn 008mamaa
008 150402s2015 xxk| s |||| 0|eng d
020 _a9781447166818
_9978-1-4471-6681-8
024 7 _a10.1007/978-1-4471-6681-8
_2doi
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
072 7 _aUYZG
_2bicssc
072 7 _aCOM070000
_2bisacsh
082 0 4 _a005.437
_223
082 0 4 _a4.019
_223
245 1 0 _aCreativity in the Digital Age
_h[electronic resource] /
_cedited by Nelson Zagalo, Pedro Branco.
264 1 _aLondon :
_bSpringer London :
_bImprint: Springer,
_c2015.
300 _aXII, 269 p. 57 illus., 46 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSpringer Series on Cultural Computing,
_x2195-9056
505 0 _aPreface -- Part I: Fundamentals of Digital Creativity -- The Creative Revolution that is Changing the World -- The Internet is Ancient, Small Steps are Important and Four Other Theses About Making Things in a Digital World -- Creating Creative Technologists: Playing with(in) Education -- Part II: Expressive Processes -- Playing With Puzzling Philosophical Problems -- The Creative Manipulation of Time Through Digital Personal Narratives -- Interaction Aesthetics and Ubiquitous Music -- Part III: Co-creation and Collaboration -- An Enactive Model of Creativity for Computational Collaboration and Co-Creation -- Creative Collaboration in Young Digital Creative Communities -- When Ideas Generate Value: How Lego Profitably Democratized its Relationship with Fans.-Communication in Crowdfunding Platforms -- Part IV: Makers and Players -- Fabricating Futures: Envisioning Scenarios for Home Fabrication -- Play Platforms for Children's Creativity -- Game Design with Portfolios and Creative Skills -- Author Biographies.
520 _aThis edited book discusses the exciting field of Digital Creativity. Through exploring the current state of the creative industries, the authors show how technologies are reshaping our creative processes and how they are affecting the innovative creation of new products. Readers will discover how creative production processes are dominated by digital data transmission which makes the connection between people, ideas and creative processes easy to achieve within collaborative and co-creative environments.  Since we rely on our senses to understand our world, perhaps of more significance is that technologies through 3D printing are returning from the digital to the physical world. Written by an interdisciplinary group of researchers this thought provoking book will appeal to academics and students from a wide range of backgrounds working or interested in the technologies that are shaping our experiences of the future.  .
650 0 _aComputer science.
650 0 _aUser interfaces (Computer systems).
650 0 _aApplication software.
650 0 _aComputers and civilization.
650 1 4 _aComputer Science.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aComputer Appl. in Arts and Humanities.
650 2 4 _aComputers and Society.
700 1 _aZagalo, Nelson.
_eeditor.
700 1 _aBranco, Pedro.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781447166801
830 0 _aSpringer Series on Cultural Computing,
_x2195-9056
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4471-6681-8
912 _aZDB-2-SCS
942 _cEBK
999 _c57606
_d57606